Sequencing with Smart Interactive Blocks: Siftables at TED

David Merrill, working with Jeevan Kalanithi and (for the audio engine) Josh Kopin, wowed audiences at the TED conference with his Siftables interactive blocks. These strike me as what the Audiocubes have tried, sometimes unsuccessfully, to be — physical objects that react to the proximity of other objects, allowing you to manipulate music and media by moving around tangible blocks. Siftables are gifted with multiple expressive controls (tilt helping them break the plane of the surface), and intelligent screens that make them more adaptable and provide more visual feedback.

The music sequencer is very cool, though I think it’s actually the Scrabble-like game that may be the winner among the demos. But while TED celebrates all things cool and futuristic for their easily-digestible novelty, sometimes I think the most important design achievements are as significant in their shortcomings as their successes. Siftables raises some important questions. Sure, you can now use two hands, as opposed to the single mouse pointer. But do those same tangible blocks actually limit the kinds of interactions you can have, even compared to a traditional UI? Does it sound any different/ And note that — a little bit of tilting aside — the interface is still essentially two-dimensional. I’m personally really stumped by the question of how you can make a successful three-dimensional controller. Yet three dimensions is how all of us interact with space and movement daily. Maybe it’s the fact that we do so much of this, comprehend movement so richly, and take it for granted, that makes mapping those gestures so challenging.

That’s not a criticism of the project – or a claim that I can do any better. On the contrary, I think it’s important to do this sort of work because it can raise those kinds of questions. We’re gifted as a generation to try out and test these ideas with flexibility that was never before possible — and the intelligence built into these objects shows the potential of that power.

More of Siftables after the jump. And it’s well worth checking out David’s other projects, too – when I last ran into him, he was showing off the totable, Linux-powered Audiopint sound-processing box. Oh, yeah — and he’s the face control for guitar guy!

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Intimate Control: Multi-Touch, New Models, and What 2009 is Really About


Multitouch Prototype 2 from Randy Jones on Vimeo.

2008 has been an amazing year for music technology. But I can’t bring myself to look back on it on this New Year’s Eve: not when there’s so much to look forward to in 2009. Case in point? An extraordinary, innovative new controller that in a matter of hours was already spreading among connected music technologists around the planet.

At the end of the day, it’s not hard to describe what you might want out of an expressive music controller. Most people would agree on that. The challenge is really an engineering problem. Solve the engineering problem in an artful way, and you can spend the rest of your time just practicing playing your invention. That’s what makes the above video so exciting.

Randall Jones has built a really elegant and wonderful multi-touch hardware controller, as reported by MAKE:blog (and picked up on Hack a Day). With $50 in parts and a lot of clever hardware design and software coding, Jones has built an interface that responds to both touch and pressure and, using some smart sonic mapping, can realistically reproduce instruments like the dumbek and guiro.

Intimate Control for Physical Modeling Synthesis [Project Page / Paper Abstract]

PDF, Randall Jones MSc Research Paper

Who needs a “top 10 technologies of 2008” post for CDM when this particular instrument could pretty easily top the whole list? Let’s just call it done, and uncork the champagne: major congrats, Randy! (This is a master’s thesis!)

Jones’ work does have some precedent, but just to review how much he’s accomplished here: he’s innovated in terms of the sensing, the form factor, the software interpolation, and the way in which the control data is mapped to a synthesis method. (Whew!) That has had a number of specific achievements:

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Touch that Touches Back: Haptic Feedback Could Make Touch Interfaces Better

Making interfaces more transparent … literally, in this clever shot by Steve Roe.

Touch and multi-touch interfaces are getting lots of attention, but they pose one major problem: there’s no tactile feedback. Those supposedly “primitive” buttons and knobs and such start to look a lot better when you realize your fingers are used to touching solid objects. All you get from a touchscreen is the sensation of running your finger against an undifferentiated piece of plastic. That was one of my complaints with the multi-touch music interface, Lemur: it just felt physically wrong.

As more and more interfaces employing touch interfaces, engineers are working on solutions to the problem. ExtremeTech talks about a new deal between mobile phone maker Nokia and feedback gurus Immersion (whom you may know from the gaming market):

Nokia Touchscreen Phones to Add Tactile Feedback

Don’t expect too much here — I think the results will feel more like a vibration when you’re touching a control. Then again, a little goes a long way. The Nintendo Wii very cleverly uses basic vibration to give you a subtle cue as you hit something that can be controller, for instance. The vibration is one-dimensional, but it can be enough to give your brain a connection to what you’re doing. Even Apple’s somewhat flawed Mighty Mouse provides feedback by placing a small speaker under its roller ball, which, whether it’s useful or not, tickles your fingertip so you get the sense of scrolling.

These tools have a long way to go, but they could make touch interfaces more useful for music. Even some basic haptic feedback could make using simple touch interfaces like the Korg KAOSS Pad more fun. It’ll be interesting to watch this stuff evolve — and see if mass-market cell phone technology might trickle up to niche-market music products.